- Siding with Cullen instead of Circle of Mages: Not exactly a very "evil" choice, but it's up there with necessary evil and evil for the greater good kind of thing. The issue is that there's like no reward for siding with him. By siding with mages you get a companion and ability to solve Connor's quest painlessly, by siding with Templars you get....endgame templar squads when you siege Denerim and that's that. Perhaps adding a reward that justifies siding with him would be a decent choice? Logically it needs to be pretty dang good since you lose a companion. I suppose some stats? Maybe unique buffed up templar armor for Alistar and Warden? Perhaps also a templar 2h sword, 1h + shield? Templars seem to be quite beefy when it comes to magic being flung at them, at least compared to everyone else, so maybe some sort of constitution boost there as well - "Templar conditioning" ? Maybe boost for con, magic and will?
- Siding with Werewolves vs Zathrian and Elves: This is another one that sorta gets ignored a lot as there is little reward; you happen to lose vendor access as well (but you can complete 3 quests before killing off elves to unlock bags etc so it's not big deal), and again, you get endgame Werewolf squads and that's it. Perhaps similarly, access to some good armor and boost to stats?
I agree with these two, since I had them in mind for my evil playthrough.
Other two smaller suggestions come to mind: - you can kill the prisoner in Ostagar without giving him food and water and looting his body. Maybe this could give extra stuff. - when reaching Lothering, you can also kill the merchant that is profiting off refugees near the church. But he simply disappears if you do kill him, leaving you with no reward and no vendor. Maybe that could be fixed with a chest of stuff that he sold?
This is very interesting! Unfortunately I think it is very op to give 20 constitution, equivalent to 100 hp. Could you put an option with reduced stats? You could put 10 constitution or even 5 and it would still be very good.
Also 5 to each attribute is also excessive, 1 for each attribute is fine and would not break the game.
Leaving Redcliff village to the undead could do with a cool reward, Right now you lose out on a bunch of experience from that quest and lose access to the side quests for nothing in return for your evil character.
Problem is, that's DLC content, and DLC scripts in particular are not really easily edited - we lack the sources for those. Nevertheless, I personally think those powers already pretty well offset advantages and disadvantages against one another, overall.
Hm-m. Need to think on that. I can barely remember any of those "evil" choices in the game.
Maybe strengthen the medallion, from which you get the specialization of the arcane warrior. There is a choice of what to do with the entity inside the phylactery. I guess the "evil" choice would be to deceive the entity and keep the medallion for yourself. I'm guessing this item should be something magical and valuable.
The Grand Oak can also provide an evil choice, where you can kill him. In the game, you just take a branch from him that will help you overcome the magic barrier. But since we reward evil here, something else valuable may drop from him. I'm thinking skill tome.
Excellent thought for the mod. Agree. the game only grants +3 points of attribute per level. Please consider for those who love to do evil for the sake of justice and make an option with revised attributes. Otherwise, without this mod, we will still choose to be evil.
It is a pity that there is no mod that allows you to convince Kolgrim to drink the dragon's blood or drink it himself after defeating the dragon. You can add bonuses when learning a specialization and when defeating Isabella.
I mean, Kolgrim presumably already has reaved reaped all these benefits so there'd be little point for him. Haven't explored all permutations of Isabela's encounter yet to weigh this, but I'll keep it under consideration, thanks.
32 comments
For the suggestions:
- Siding with Cullen instead of Circle of Mages:
Not exactly a very "evil" choice, but it's up there with necessary evil and evil for the greater good kind of thing. The issue is that there's like no reward for siding with him. By siding with mages you get a companion and ability to solve Connor's quest painlessly, by siding with Templars you get....endgame templar squads when you siege Denerim and that's that. Perhaps adding a reward that justifies siding with him would be a decent choice? Logically it needs to be pretty dang good since you lose a companion. I suppose some stats? Maybe unique buffed up templar armor for Alistar and Warden? Perhaps also a templar 2h sword, 1h + shield? Templars seem to be quite beefy when it comes to magic being flung at them, at least compared to everyone else, so maybe some sort of constitution boost there as well - "Templar conditioning" ? Maybe boost for con, magic and will?
- Siding with Werewolves vs Zathrian and Elves:
This is another one that sorta gets ignored a lot as there is little reward; you happen to lose vendor access as well (but you can complete 3 quests before killing off elves to unlock bags etc so it's not big deal), and again, you get endgame Werewolf squads and that's it. Perhaps similarly, access to some good armor and boost to stats?
Other two smaller suggestions come to mind:
- you can kill the prisoner in Ostagar without giving him food and water and looting his body. Maybe this could give extra stuff.
- when reaching Lothering, you can also kill the merchant that is profiting off refugees near the church. But he simply disappears if you do kill him, leaving you with no reward and no vendor. Maybe that could be fixed with a chest of stuff that he sold?
I'll add more if they come to mind.
Also 5 to each attribute is also excessive, 1 for each attribute is fine and would not break the game.
As for suggestions, there is always Power of Blood from Avernus' vial. I believe its buffs should be stronger.
Hm-m. Need to think on that. I can barely remember any of those "evil" choices in the game.
Maybe strengthen the medallion, from which you get the specialization of the arcane warrior. There is a choice of what to do with the entity inside the phylactery. I guess the "evil" choice would be to deceive the entity and keep the medallion for yourself. I'm guessing this item should be something magical and valuable.
Please consider for those who love to do evil for the sake of justice and make an option with revised attributes.
Otherwise, without this mod, we will still choose to be evil.
reavedreaped all these benefits so there'd be little point for him.Haven't explored all permutations of Isabela's encounter yet to weigh this, but I'll keep it under consideration, thanks.